O Ilusionista
Captain 80K
I would use fglayer instead, since you have all the options of bglayer + z positionyou might need to use bglayer instead and set parameter to make it ripple like water.
I would use fglayer instead, since you have all the options of bglayer + z positionyou might need to use bglayer instead and set parameter to make it ripple like water.
bglayer data/bgs/pier2/water.gif 0 0 0 40 0 0 -1 1 1 0 1 3 2 3
fglayer data/bgs/pier2/water.gif -100 0 0 0 40 0 0 -1 1 1 0 1 3 2 3
name MajiniA
health 60
subtype chase
speed 12
running 18 4 2 1 1
type enemy
candamage player npc
hostile player npc
remap data/chars/MajiniA/palette1.gif data/chars/MajiniA/palette2.gif
fmap 1
shadow 4
gfxshadow 1 1
falldie 2
nodieblink 1
death 1
load Cephalo_A
icon data/chars/MajiniA/icon.gif
diesound data/chars/MajiniD/majini_death.wav
palette data/chars/MajiniA/palette1.gif
anim attack1
hitflash flash
bbox 22 0 58 119
loop 0
offset 54 120
delay 6
frame data/chars/MajiniA/attack1.gif
sound data/chars/MajiniD/majini_attack.wav
bbox 23 0 64 138
offset 68 122
frame data/chars/MajiniA/attack2.gif
bbox 22 19 58 119
offset 39 144
frame data/chars/MajiniA/attack3.gif
hitfx data/chars/Krauser/slash.wav
bbox 22 0 58 119
attack 48 0 64 35 9 0 1 0 3 0
offset 39 102
frame data/chars/MajiniA/attack4.gif
bbox 22 -9 58 119
offset 41 96
frame data/chars/MajiniA/attack5.gif
bbox 22 -9 58 119
offset 41 95
frame data/chars/MajiniA/attack6.gif
anim fall
loop 0
offset 49 87
delay 13
frame data/chars/MajiniA/fall01.gif
attack2 46 3 50 50 15 1 1 0 3 0
bbox 26 12 50 50
offset 55 69
sound data/chars/MajiniD/majini_death.wav
frame data/chars/MajiniA/fall02.gif
bbox 26 12 50 50 15 1 0 0 0 0
offset 60 41
frame data/chars/MajiniA/fall03.gif
bbox 26 12 50 50 15 1 0 0 0 0
offset 62 29
frame data/chars/MajiniA/fall04.gif
bbox 26 12 50 50 15 1 0 0 0 0
offset 64 23
frame data/chars/MajiniA/fall05.gif
anim burn
loop 0
offset 61 81
delay 10
sound data/sounds/burn.wav
frame data/chars/MajiniA/burn1.gif
offset 60 82
frame data/chars/MajiniA/burn2.gif
offset 65 84
frame data/chars/MajiniA/burn3.gif
offset 61 81
frame data/chars/MajiniA/burn1.gif
offset 60 82
frame data/chars/MajiniA/burn2.gif
offset 65 84
frame data/chars/MajiniA/burn3.gif
offset 55 69
frame data/chars/MajiniA/fall02.gif
offset 60 41
frame data/chars/MajiniA/fall03.gif
offset 62 29
frame data/chars/MajiniA/fall04.gif
offset 64 23
frame data/chars/MajiniA/fall05.gif
anim shock
loop 0
offset 70 84
delay 10
sound data/sounds/shock.wav
frame data/chars/MajiniA/shock1.gif
offset 77 90
frame data/chars/MajiniA/shock2.gif
offset 70 84
frame data/chars/MajiniA/shock1.gif
offset 77 90
frame data/chars/MajiniA/shock2.gif
offset 55 69
frame data/chars/MajiniA/fall02.gif
offset 60 41
frame data/chars/MajiniA/fall03.gif
offset 62 29
frame data/chars/MajiniA/fall04.gif
offset 64 23
frame data/chars/MajiniA/fall05.gif
anim idle
loop 1
delay 50
offset 35 109
bbox 8 0 58 125
frame data/chars/MajiniA/idle.gif
anim pain
loop 0
delay 6
offset 31 100
bbox 5 0 59 99
frame data/chars/MajiniA/hurt01.gif
bbox 17 0 59 101
offset 32 110
sound data/chars/MajiniD/majini_pain.wav
frame data/chars/MajiniA/hurt02.gif
bbox 17 0 59 101
offset 37 110
frame data/chars/MajiniA/hurt03.gif
anim death
spawnframe 0 0 0 0 0
custentity Cephalo_A
loop 0
offset 34 111
delay 11
frame data/chars/MajiniA/death1.gif
offset 34 95
sound data/chars/Regenerador/regenerador_explode.wav
frame data/chars/MajiniA/death2.gif
offset 34 95
frame data/chars/MajiniA/death3.gif
anim rise
loop 0
offset 64 41
delay 10
frame data/chars/MajiniA/rise1.gif
sound data/chars/MajiniD/majini_rise.wav
offset 55 44
frame data/chars/MajiniA/rise2.gif
offset 44 48
frame data/chars/MajiniA/rise3.gif
offset 36 46
frame data/chars/MajiniA/rise4.gif
offset 74 34
frame data/chars/MajiniA/rise5.gif
offset 71 43
frame data/chars/MajiniA/rise6.gif
offset 62 52
frame data/chars/MajiniA/rise7.gif
offset 38 94
frame data/chars/MajiniA/rise8.gif
offset 33 107
frame data/chars/MajiniA/rise9.gif
anim run
loop 1
delay 10
offset 34 133
bbox 12 26 49 110
frame data/chars/MajiniA/walk01.gif
bbox 12 26 49 110
offset 35 132
frame data/chars/MajiniA/walk02.gif
bbox 12 26 49 110
offset 43 129
frame data/chars/MajiniA/walk03.gif
bbox 12 26 49 110
offset 37 129
frame data/chars/MajiniA/walk04.gif
bbox 12 26 49 110
offset 37 132
frame data/chars/MajiniA/walk05.gif
bbox 12 26 49 110
offset 43 130
frame data/chars/MajiniA/walk06.gif
anim walk
loop 1
delay 10
offset 34 133
bbox 12 26 49 110
frame data/chars/MajiniA/walk01.gif
bbox 12 26 49 110
offset 35 132
frame data/chars/MajiniA/walk02.gif
bbox 12 26 49 110
offset 43 129
frame data/chars/MajiniA/walk03.gif
bbox 12 26 49 110
offset 37 129
frame data/chars/MajiniA/walk04.gif
bbox 12 26 49 110
offset 37 132
frame data/chars/MajiniA/walk05.gif
bbox 12 26 49 110
offset 43 130
frame data/chars/MajiniA/walk06.gif
name MajiniA_Biker
type enemy
subtype biker
rider MajiniA
load MajiniA
health 3
shadow 4
gfxshadow 1 1
nolife 1
icon data/chars/MajiniA/icon.gif
palette data/chars/MajiniA/palette1.gif
anim idle
loop 1
delay 8
offset 71 100
bbox 34 0 63 100
attack 0 36 138 69 10 1
frame data/chars/MajiniA/MajiniA_Biker/idle1.gif
offset 71 99
bbox 34 0 63 100
frame data/chars/MajiniA/MajiniA_Biker/idle2.gif
anim pain
loop 1
delay 8
offset 71 100
frame data/chars/MajiniA/MajiniA_Biker/idle1.gif
offset 71 99
frame data/chars/MajiniA/MajiniA_Biker/idle2.gif
you have to change the RIDER to this one, like its is stated on the manual.;CephaloA instead
Looks cool. Just a feedback: the zombie walk animation has a misaligned frame, which causes a hiccup.Rocket Launcher added as a secret weapon for Jill
OMG never noticed that! I'll take a lookLooks cool. Just a feedback: the zombie walk animation has a misaligned frame, which causes a hiccup.
Kong had ripped all those sprites with perfect axis, maybe you can download his sprite rips. (I need to reach him to see if it's okay to host them here)
@Miru Separately i would have thought buddy. I count them as 2 different entry's in the series. I was going to ask the same hahaha. @Chris Monvel Looking good buddy im looking forward to trying thisAbout the “3 levels per title” thing, are each of the Revelations games counted separately or are they counted together?
No problem buddyThank you so much for the support guys. @Miru @dai92 About the Revelations games, yeah, each entry is getting its own 3 levels section. This is pretty much like Taylor Swift's Eras Tour in videogame form.
These are all the titles I'm covering:
- Resident Evil 0
- Resident Evil
- Resident Evil 2
- Resident Evil 3: Nemesis
- Resident Evil: Outbreak (1 level from File 1 and 2 levels from File 2 only)
- Resident Evil: Code Veronica
- Resident Evil: Umbrella Chronicles (1 level only)
- Resident Evil: Darkside Chronicles (1 level only)
- Resident Evil 4
- Resident Evil Degeneration (1 level only)
- Resident Evil Revelations
- Resident Evil 5
- Resident Evil Damnation (1 level only)
- Resident Evil Revelations 2
- Resident Evil 6
- Resident Evil Vendetta (1 level only)
- Resident Evil Death Island (1 level only)
Only 2 levels are still pending until the game is finished
I second that. this is a common thing even on fighting games.(I suggest making the jump bbox on the characters NOT include their legs, which is how most developers get around this issue).